author-game-levels
Installation
SKILL.md
Author Game Levels
Treat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state.
Enforce one gameplay plane
Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane.
- Do not add stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits, or vertical traversal.
- Do not change gameplay elevation for shortcuts, arenas, hazards, rewards, or visual variety.
- If visual height is requested later, keep it non-walkable background dressing. It must not alter navigation, camera occlusion, threat visibility, targetability, or player movement.
Separate level systems
Maintain explicit, independently testable layers for: